Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).
Each Race provides a unique War Doctrine bonus when your kingdom is at war. The strength of the bonus depends on how many provinces of that race are in your kingdom.
Example: If your kingdom has 5 Avian provinces and Avian's War Doctrine is "Attack Time" (Base: 1.5%, Per Province: 1.0%, Max: 5.0%), your kingdom would receive a 5.0% reduction in attack time during war (capped at maximum).
-15% Attack Travel Time
+25% Birth Rate
+10% Enemy casualities when attacking
+25% Flat Rate Building Production
-30% Military Training Time
+20% Specialist Training Credits
+5% Own casualities when attacking
+5% Own casualities when defending
Can't Build Stables
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Griffins | (10, 0) | |||
| Harpies | (0, 10) | |||
| Drakes | (15, 6) | 1,700gc | 8.0 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (0, 0) | |||
| Thieves | 500gc |
Bloodlust and Greater Protection
Provides -2.0% Attack Time, decreasing by 3.5% per province of this race in your kingdom, up to -7.0%.
Avians are masters of lightning-fast raids and resource acquisition. Their natural agility and aerial advantage allow them to swoop in, steal science books or plunder gold, and escape before the enemy can mount a proper defense.
Learn and Plunder attacks return armies 1 tick faster (after modifiers).
+20% Wizards Per Acre (WPA)
+10% Military Efficiency in war
-100% Self Spell Rune Cost
+50% Runes Refunded on Spell Success
+1% Extra Mana Per Tick
-25% Self-Spell Duration
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Night Rangers | (10, 0) | |||
| Druids | (0, 10) | |||
| Drows | (12, 12) | 2,000gc | 9.75 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Nightmare and Blizzard
Provides 3.0% Instant Spell Damage, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.
Arcane energy surges beyond control, warping the very fabric of magic. Each strike not only harms but erodes the foundation of enemy rituals, unraveling their potency with every spell cast.
(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.
-10% Battle Losses
-100% Building Raze Cost
+20% Building Efficiency
-50% Building Construction Time
-10% Losses on Learn Attacks
-10% Money Losses on Plunder Attacks
+50% Battle Losses - Ambush
-30% Birth Rate
+100% Food Consumption
Can't Accelerate Construction
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Warriors | (10, 0) | |||
| Axemen | (0, 10) | |||
| Berserkers | (14, 5) | 1,700gc | 7.25 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Scientific Insight and Fanaticism
Provides 3.0% Specialist Credits, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.
Fueled by unyielding ferocity, Orcs channel their Warlord's Fury to devastate their enemies and reap the spoils of war. Their relentless attacks seize additional resources from the fallen, while their resilience ensures that a portion of their warriors rise again to continue the fight.
Successful attacks plunder additional resources (gold, runes, food) equivalent to 25% of a successful Plunder attack and 25% of Military Casualties return home instantly (Soldiers, Specialists, and Elites).
+25% Offensive Spell Duration
+15% Wizards Per Acre (WPA)
+15% Thievery Per Acre (TPA)
+1% Extra Mana Per Tick
+1% Extra Stealth Per Tick
+30% Land Effect - Towers
Runes do not decay
-5% Max Population
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Magicians | (10, 0) | |||
| Druids | (0, 10) | |||
| Beastmasters | (7, 13) | 2,000gc | 8.25 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Chastity, Mist, Ghost Workers, Scientific Insight, Salvation, Greater Protection, Bloodlust, Nightmare, Blizzard, Fountain of Knowledge, Quick Feet, Guile, Vermin, Fanaticism, Aggression, Righteous Defender, Righteous Aggressor, Animate Dead, Town Watch and Pitfalls
Provides -3.0% Thievery and Magic Damage, decreasing by 4.5% per province of this race in your kingdom, up to -10.0%.
Clerics are blessed by divine forces, granting them unparalleled mastery over protective and empowering magic. Through their sacred connection, their self-spells are occasionally imbued with divine favor, doubling their duration and extending the blessings of their faith.
When casting self-spells, Clerics have a 50% chance to double the spell duration.
-30% Food Consumption
+25% Max Population
+20% Sabotage Damage
+20% Thievery Per Acre (TPA)
+1% Extra Stealth Per Tick
Ambush Immunity
-15% Battle Gains
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Strongarms | (10, 0) | |||
| Slingers | (0, 10) | |||
| Brutes | (10, 9) | 1,400gc | 7.75 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Vermin, Quick Feet, Guile and Pitfalls
Provides 3.0% Sabotage Damage, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.
Rogues are masters of deception, striking from the shadows with deadly precision. Under the cover of night and with their stealth at its peak, their sabotage becomes far more devastating, leaving their enemies defenseless and vulnerable.
+25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth.
-50% Losses on Learn Attacks
+10% Science Effectiveness
+3 Starting Scientists
-10% Wizards Per Acre (WPA)
+25% Money Losses on Plunder Attacks
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Swordsmen | (10, 0) | |||
| Archers | (0, 10) | |||
| Knights | (13, 6) | 1,800gc | 7.5 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (3, 0) | |||
| Thieves | 500gc |
Fountain of Knowledge and Ghost Workers
Provides 3.0% Book Generation, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.
Humans excel in diplomacy, allowing them to negotiate favorable outcomes.
Upon activation, an additional extreme activity bonus is provided.
23 Utopian Days
Instant
+10% Battle Gains
-75% Draft Cost
+10% Damage Inflicted on Massacre Attacks
+5% Military Efficiency
+10% Military Efficiency in war
-75% Military Wages
+1 Army generals
+10% Battle Gains - Plunder
+10% Own casualities when attacking
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 0) | |||
| Goblins | (10, 0) | |||
| Trolls | (0, 10) | |||
| Ogres | (16, 5) | 1,800gc | 8.0 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (2, 0) | |||
| Thieves | 500gc |
Fanaticism and Aggression
Provides 3.0% Enemy Military Casualties, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.
When multiple experienced generals coordinate their efforts on the battlefield, their combined tactical brilliance transforms a victory into a massacre. The enemy military is outmaneuvered at every turn, suffering catastrophic casualties from the relentless, perfectly executed assault.
When attacking with 2 or more generals, enemy military casualties are increased by +15%.
+15% Enemy casualities when attacking
-100% Food Consumption
-30% Own casualities when attacking
-30% Own casualities when defending
+100% Enemy battle casualties convert to soldiers
Convert Specialists into Elites on Attack
Always Carries and is Immune to the Plague
-90% Draft Speed except during Post War CeaseFire
Can't Train Elites
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 3) | |||
| Skeletons | (10, 0) | |||
| Zombies | (0, 10) | |||
| Ghouls | (18, 3) | 10,000gc | 7.75 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (1, 0) | |||
| Thieves | 500gc |
Animate Dead, Town Watch, Righteous Aggressor and Bloodlust
Provides -3.0% Enemy Battle Gains, decreasing by 4.5% per province of this race in your kingdom, up to -10.0%.
For every warrior who falls, another rises in their place. Through battle, we find honor, and through sacrifice, we are reborn.
35% of Military Casualties return as Soldiers on attack.
+10% Building Efficiency
-35% Building Construction Cost
+20% Flat Rate Capacity and Building Production
+25% Economy Science Books Produced
Convert Specialists into Elites on Attack
Elite gets +2 defensive strength
Elite gets +3 offensive strength
Tornado Immunity
Arson Immunity
+500 Starting Soldiers
+1000 Starting Peasants
+500 Starting Specialist training credits
Mystic Aura, Mage's Fury, Pitfalls and Invisibility
Delving into forbidden channels, spellcasters draw upon the void between realms — a place where essence costs nothing, but always at a price. For a fleeting time, their sorcery flows unimpeded by material cost.
When activated, all offensive spells (excluding Rituals) cost 60% less runes for the next 2 days.
23 Utopian Days
2 Utopian Days
+15% Birth Rate
+20% Land Effect - Guilds
+25% Castle Effectiveness
-30% Own casualities when attacking
-30% Own casualities when defending
+1% Extra Mana Per Tick
Elite gets +3 offensive strength
Can cast Support spells on Kingdom mates
Convert Specialists into Elites on Attack
Elite gets +3 defensive strength
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Salvation, Greater Protection, Divine Shield, Righteous Aggressor and Magic Ward
A moment of reprieve amidst the turmoil. With bandages bound, poisons purged, and curses lifted, the province finds new strength. What was broken is mended, what was tainted is cleansed.
Upon activation, removes all negative status in your province. This means Bribed Generals, Bribe Thieves, Cures Plague and removes duration Spells, Operations and Attack Effects.
23 Utopian Days
-10% Attack Travel Time
+25% Building Credits
+50% Stable Capacity and Production
+25% Training Grounds Effectiveness
+1 Army generals
+7 Prisoner and Mercenary Offensive Strength
+25% Specialist Training Credits
Elite gets +1 defensive strength
Elite gets +4 offensive strength
Convert Specialists into Elites on Attack
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Aggression, Fanaticism and Salvation
Avians draw upon the unyielding power of the skies, their wings guided by the winds of fortune. In perfect harmony with the heavens, they strike with a speed and grace that leaves their enemies awestruck, cementing their rule over the skies.
(War/Hostile) — The next attack automatically succeeds with –50% losses; gains scale by offense vs defence; 0 Honour gains.
23 Utopian Days
2 Utopian Days
+100% Land Effect - Guilds
+25% Wizards Per Acre (WPA)
+2% Extra Mana Per Tick
+20% Land Effect - Towers
Elite gets +5 defensive strength
Convert Specialists into Elites on Attack
+500 Starting Wizards
Meteor Showers, Mind Focus, Sloth and Fools Gold
Greater Arson
Subdue Wizards
Faeries possess an unparalleled connection to the ethereal plane allowing them to enhance Mystic Vortex with devastating precision. While others struggle to dispel enchantments, Faeries effortlessly strip all spells from their targets, leaving them vulnerable.
Until the end of activated day, successful casts of Mystic Vortex will remove all active spells from the target province.
23 Utopian Days
2 Utopian Days
+20% Barracks Effectiveness
+30% Science Effectiveness - Cunning
+15% Thievery Per Acre (TPA)
-50% Thief Losses
+1% Extra Stealth Per Tick
Elite gets +2 defensive strength
Elite gets +3 offensive strength
War Horse gets +1 strength
Convert Specialists into Elites on Attack
+500 Starting Thieves
Aggression, Guile and Reflect Magic
Subdue Wizards
Greater Arson
Destabilize Guilds
Steal War Horses
Ancient groves awaken at your call, growing in harmony with your armies. These sentient forests ensure a constant bond with your steeds, shielding them from theft and decay.
Your stables will fill to maximum capacity each day. Immune to Steal War Horses.
+50% Science Effectiveness - Crime
+20% Sabotage Damage
+25% Thievery Per Acre (TPA)
-25% Thief cost
+50% Thieves' Den Effectiveness
+2% Extra Stealth Per Tick
Convert Specialists into Elites on Attack
Elite gets +4 defensive strength
Elite gets +2 offensive strength
Access all Thievery Operations
+500 Starting Thieves
Invisibility and Quick Feet
Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.
All thievery operations incur zero thievery losses.
23 Utopian Days
2 Utopian Days
-25% Battle Losses - Ambush
+10% Enemy casualities when attacking
+10% Enemy casualities when defending
+50% Honor Bonus
+20% Honor Gains
+25% Watch Tower Effectiveness
+10% Offensive Military Efficiency
Convert Specialists into Elites on Attack
Elite gets +5 offensive strength
Elite gets -1 defensive strength
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Wrath, Heroes Inspiration and Bloodlust
Under the unwavering will of your generals, every strike becomes a lesson in dominance. Discipline and pride move as one, and each victory echoes louder across the halls of honor.
While active, all attacks have +60% Honor Gains.
23 Utopian Days
2 Utopian Days
+25% Damage Inflicted on Massacre Attacks
+15% Offensive Military Efficiency (in war)
+15% Science Effectiveness - Siege
+25% Military Science Books Produced
Espionage is always successful with double stealth
Convert Specialists into Elites on Attack
Elite gets +4 offensive strength
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Fanaticism, Illuminate Shadows and Bloodlust
Dwarves channel the raw power of the mountains in times of war, causing tremors beneath their enemies.
When activated, the next successful attack will raze all Forts and 5% of all other buildings on the target province.
23 Utopian Days
2 Utopian Days
Here is the effects of all possible rituals.
| Affluent | Income +15%, -20% Draft Cost and Draft Speed +20% |
|---|---|
| Barrier | -25% Instant Spell damage and Thief Sabotage damage from enemies and +25% Defensive WPA/TPA |
| Benediction | +20% BE, +50% pop growth, +10% Flat Rate Building Production |
| Expedient | -30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & 20% faster wizard training |
| Expropriation | +15% combat gains, +20% Honor gains, +20% credits |
| Fleetfoot | -10% Attack time, -15% Offensive Military Casualties |
| Havoc | +20% Offensive WPA, +20% Offensive TPA, +20% Spell Damage, +20% Sabotage Damage |
| Onslaught | Increases Offensive Military Efficiency (OME) by 15%, Enemy Military Casualties when Attacking by 15% |
| Stalwart | +15% Defensive Military Efficiency (DME) & -20% Defensive Military Casualties |
Here are the effects of each Stance
| Normal | None |
|---|---|
| Aggressive | +10% Battle (Resource) Gains, -10% Attack Time, -50% Hostility Meter Generation from Attacks, +15% Military Wages, +10% Training Costs |
| Defensive | +10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME |
Here are the effects of all possible dragons.
| Amethyst | -40% spell success chance, -40% thievery success chance, +25% losses on failed thievery and spell attempts |
|---|---|
| Celestite | -60% birth rates, -40% hospital effectiveness, +50% build cost and build time |
| Emerald | +25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat |
| Ruby | Reduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees |
| Sapphire | -30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt |
| Topaz | -30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter |